using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { public interface IMayRequireTangent { bool RequiresTangent(); } [Title("Input/World Tangent Node")] public class WorldSpaceTangentNode : AbstractMaterialNode, IMayRequireTangent { public const int kOutputSlotId = 0; public const string kOutputSlotName = "Tangent"; public WorldSpaceTangentNode() { name = "World Tangent"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector3, new Vector4(0, 0, 1, 1))); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public override string GetVariableNameForSlot(int slotId) { return ShaderGeneratorNames.WorldSpaceTangent; } public bool RequiresTangent() { return true; } } }